cl_timenudge
ill prove u, u are wrong :}
i just want to know why ppl with -15 timenudge, lag for me like they do packet loss :]
also why i do have packet loss if i use it :]
i just dont get that..since all u are telling that does not hapen, why it hapens to me and few otherS?: D
I am also not a coder but if u going to look into yours lagometer u will quickly notice the yellow appears when the packets are not delivered in time or when prediction is not applied
the blue color means the ping delay or the time between snapshots, between those snapshots yours q3 predict enemy movement to make it look smooth, if u use negative nudge u affect the smoothness of enemies because less prediction was applied to their movement so while yours q3 run at 125fps and u getting only 20-30 information about enemy movement it kinda obvious that if u will not apply a prediction on yours client enemies going to be not smooth for u (some people can say they lag)
server also predict their movements if they lag or not sending information about each frame, when most people use 125fps and 125 cl_maxpackets while server send only 20-30 its normal those information's aren't synchronized and if enemies lag its a lot harder to hit them
why nudge helps against laggy people? because server determinate if u hit the hit box or not, yours client predict the movement not the same way as server does so if there is miss-location between server information's (30) and yours client (125) u have only 1 to 4 chance for hitting lagging player, but if u reduce the nudge (prediction) u see more exact enemies positions to what server determinate, but if u use to much of the nudge the predicted information's going to be again to far from what server thinks they are and u again going to miss more
i am completely not buying the idea yellow color makes me harder to hit, since it cause either by my fucked connection and then in fact i do lag because of connection not the nudge or when i remove the prediction between packets clientside witch does not affect the information's i am sending to the server (cl_maxpackets)
if u use positive nudge eg. +30 yours pc get the server snaps the same but q3 displays it 30ms later
if u use negative nudge eg. -30 yours pc get the server snaps the same but q3 does not apply prediction between them since he has not enough time for it
when somebody have a low ping he will already going to have serious advantage of the ping regardless he uses the nudge or not
nope Skull, i mean that the clients data rate does not depends from nudge and client does not sending information's sooner because of the nudge, they only trying to proceed sever snaps sooner
You misunderstood me, I mean the enemys the nudged client sees.
I didn't, and they don't see sooner client q3 updates the enemies positions when snaps arrives, movement prediction is applied regardless nudge. People who use nudge actually see later because they see data straight from snaps not the prediction witch causes things u have writing about
OMG . cl_timenudge is used to make ping equal to other player so that no one would lag for anybody. Let say my ping is 90 , and my opponent has 50 , so i type cl_timenudge -30 , and my ping goes 50(similar to his) , and then there is no latency between two players they just equally late 50 ms to the server but they don't late to each other.Cl timenudge as a very good tool for manipulating latency . The players who have 130 ms normally is able to hit me enough when my ping is 70 or 60 , but when it's 30 or 40 then he misses because the gap between latencies is way too big (100ms) so what's the difference between player who naturraly has 30 or 40 ms and the player who has 40 ms with nudge -30 .The answer is = there is no difference so people with bad internet connections should stop whining, and set their cl_time nudge to -30 as well or get a better internet provider
cl_timenudge = autobalance ping for players , and yaa there are servers with auto balance function to set cl_timenudge for each player most suitable and in those server all players have arround 70 or 60 ms and and each of the has different cl_timenudge .
for people who might think they know something ->
http://www.excessiveplus.net/forums/thread/client-setup-configuration-faq
READ #2 !
Im a bit short on time, so I will just describe the stuff as far as I understood it (since I don't know the netcode itself - I am still not a coder).
Basically the q3 netcode works like this, You get a snapshot (server frame), it draws the enemy, you get next snapshot, it looks the difference between place from snap1 and snap2 and interpolates the path a player took minewhile.
A yellow spike means a snapshot was late, as bigger the spike, as later the snap was. You can get yellow snaps on localhost if maxfps and sv_fps run desynched.
What timenudge -30 does is, it takes snap1, takes the movement direction info out of it and draws where the enemy should be in moment of snap2 -30msec.
Or with other words, yes, you see enemys coming around corner earlier. This is good for highpingers, but lowpingers can get nearly langaming when tuning nudge so their ping is zero. This is unfair compared to people whose connection or location is unluckily causing them to have a disadvantage.
Sametime we don't know how unlagged reacts to it, calculate the interpolated enemy, calculate the wrong ping or neither of both.
Imo everyone should have a small disadvantage of own ping caused by gamestyle, sametime if 1 person starts using nudge all others need to use nudge too to react fast enough. And again the advantage goes to the person with the lowest ping - cuz he see's the enemy not lagged (for example ping 16 on beer = timenudge -16 instead of -30).
Anyways, out of time, I can not verify any of these infos.
hurrenson: "This idiot is apparently not familiar with a rail/sniper style."